#include "TranslateShader.h"

using namespace Graphics;
RTTI_DEFINITIONS(TranslateShader)

TranslateShader::TranslateShader(void)
	:Shader("TranslateShader",""),
	mTranslateBuffer(NULL)
{
}


TranslateShader::~TranslateShader(void)
{
}

bool TranslateShader::Initialize()
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();

	bool result = InitializeShader(device->GetWindowsSettings().WindowHandle, "..\\..\\assets\\shaders\\translate.vs", "..\\..\\assets\\shaders\\translate.ps");
	
	return result;
}

void TranslateShader::Deinitialize()
{
	DeinitializeShader();
}

bool TranslateShader::Render(int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix,  ID3D11ShaderResourceView* texture, float translation)
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();

	SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, translation);

	RenderShader(device, indexCount);

	return true;
}

bool TranslateShader::InitializeShader(HWND hwnd, const char* vsFilename, const char*  psFilename)
{
	HRESULT result;
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();
	if(Shader::InitializeShader(device, hwnd, vsFilename, psFilename))
	{
		// Now setup the layout of the data that goes into the shader.
		// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
		D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
		polygonLayout[0].SemanticName = "POSITION";
		polygonLayout[0].SemanticIndex = 0;
		polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
		polygonLayout[0].InputSlot = 0;
		polygonLayout[0].AlignedByteOffset = 0;
		polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		polygonLayout[0].InstanceDataStepRate = 0;

		polygonLayout[1].SemanticName = "COLOR";
		polygonLayout[1].SemanticIndex = 0;
		polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		polygonLayout[1].InputSlot = 0;
		polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		polygonLayout[1].InstanceDataStepRate = 0;

		polygonLayout[2].SemanticName = "TEXCOORD";
		polygonLayout[2].SemanticIndex = 0;
		polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
		polygonLayout[2].InputSlot = 0;
		polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		polygonLayout[2].InstanceDataStepRate = 0;

		// Get a count of the elements in the layout.
		unsigned int  numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

		// Create the vertex input layout.
		result = device->GetDevice()->CreateInputLayout(polygonLayout, numElements, mVertexShaderBuffer->GetBufferPointer(), mVertexShaderBuffer->GetBufferSize(), &mLayout);
		if(FAILED(result))
		{
			return false;
		}

		// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
		mVertexShaderBuffer->Release();
		mVertexShaderBuffer = NULL;

		mPixelShaderBuffer->Release();
		mPixelShaderBuffer = NULL;

		// Create a texture sampler state description.
		D3D11_SAMPLER_DESC samplerDesc;
		samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.MipLODBias = 0.0f;
		samplerDesc.MaxAnisotropy = 1;
		samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
		samplerDesc.BorderColor[0] = 0;
		samplerDesc.BorderColor[1] = 0;
		samplerDesc.BorderColor[2] = 0;
		samplerDesc.BorderColor[3] = 0;
		samplerDesc.MinLOD = 0;
		samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

		// Create the texture sampler state.
		result = device->GetDevice()->CreateSamplerState(&samplerDesc, &mSampleState);
		if(FAILED(result))
		{
			return false;
		}

		// Setup the description of the texture translation dynamic constant buffer that is in the pixel shader.
		D3D11_BUFFER_DESC translateBufferDesc;
		translateBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
		translateBufferDesc.ByteWidth = sizeof(TranslateBufferType);
		translateBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
		translateBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		translateBufferDesc.MiscFlags = 0;
		translateBufferDesc.StructureByteStride = 0;

		// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
		result = device->GetDevice()->CreateBuffer(&translateBufferDesc, NULL, &mTranslateBuffer);
		if(FAILED(result))
		{
			return false;
		}

		return true;
	}
	return false;
}

void TranslateShader::DeinitializeShader()
{
	Shader::DeinitializeShader();
	if(mTranslateBuffer)
	{
		mTranslateBuffer->Release();
		mTranslateBuffer = NULL;
	}
}

bool TranslateShader::SetShaderParameters(D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float translation)
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();

	Shader::SetShaderParameters(device, worldMatrix, viewMatrix, projectionMatrix);

	// Set shader texture resource in the pixel shader.
	device->GetDeviceContext()->PSSetShaderResources(0, 1, &texture);

	D3D11_MAPPED_SUBRESOURCE mappedResource;
	// Lock the texture translation constant buffer so it can be written to.
	HRESULT result = device->GetDeviceContext()->Map(mTranslateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the texture translation constant buffer.
	TranslateBufferType* dataPtr2 = (TranslateBufferType*)mappedResource.pData;

	// Copy the translation value into the texture translation constant buffer.
	dataPtr2->translation = translation;

	// Unlock the buffer.
	device->GetDeviceContext()->Unmap(mTranslateBuffer, 0);

	// Set the position of the texture translation constant buffer in the pixel shader.
	unsigned int bufferNumber = 0;

	// Now set the texture translation constant buffer in the pixel shader with the updated values.
	device->GetDeviceContext()->PSSetConstantBuffers(bufferNumber, 1, &mTranslateBuffer);
	return true;
}